/Engine/Plugins/Runtime/Soundscape/Source/SoundScape/Public/SoundscapeColor.h
Struct.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FSoundscapeColorSpawnSettings
bool
bClampHeight
When false, there will only be one Element spawned.
bool
bContinuouslyRespawn
When false, there will only be one Element spawned.
bool
bCullByMaxSpawnDistance
Culls the voices by the Max Spawn Distance.
bool
bDelayFirstSpawn
Automatically Element Spawn when Element Returns Finished.
bool
bFilterByColorPointDensity
Filter by Color Point Density allows designers to only allow this Color to spawn in spaces with a specified range of Color Points.
bool
bIgnoreZAxisWhenCullingByMaxDistance
Culls the voices by the Max Spawn Distance.
bool
bPositionByTrace
PositionByTrace allows sounds to be repositioned from their spawn point to a new point in space based on the success of an async trace call, unsuccessful hits will result in the sound not spawning
bool
bRotateSoundSource
When false, the sound rotation will be unmodified.
ESoundscapeColo...
ClampMode
What mode of altitude clamping to use, Relative clamps the z-axis about the location of the Listener, Absolute clamps the z-axis of the world coordinates.
FGameplayTag
ColorPoint
Color Point.
float
MaxAltitudinalRotationAngle
The Maximum Altitudinal rotation in the world orientation for Element Playback.
float
MaxAzimuthalRotationAngle
The Maximum azimuthal rotation in the world orientation for Element Playback.
float
MaxFirstSpawnDelay
Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc.
int32
MaxNumberOfSpawnedElements
Max number of concurrent Elements of this type playing back at once, will not Spawn New ones until current ones are Finished Playing.
float
MaxSpawnAngle
The Maximum Azimuth based on the Base's Forward Vector in which to position Element Playback.
float
MaxSpawnDelay
Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc.
float
MaxSpawnDistance
Sets the Maximum Distance from Base for Playback of the Element.
float
MaxSpawnHeightClamp
After Element Playback position is determined, will clamp the Z-Axis to these ranges.
float
MinAltitudinalRotationAngle
The Minimum Altitudinal rotation in the world orientation for Element Playback.
float
MinAzimuthalRotationAngle
The Minimum azimuthal rotation in the world orientation for Element Playback.
int32
MinColorPointNumber
Minimum number of Color Point density required before spawn is successful.
float
MinFirstSpawnDelay
Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc.
float
MinSpawnAngle
The Minimum Azimuth based on the Base's Forward Vector in which to position Element Playback.
float
MinSpawnDelay
Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc.
float
MinSpawnDistance
Sets Minimum Distance from Base for Playback of the Element.
float
MinSpawnHeightClamp
After Element Playback position is determined, will clamp the Z-Axis to these ranges.
TEnumAsByte< en...
TraceChannel
The physics trace channel to use.
float
TraceDistance
Trace distance.
FVector
TraceVector
The Minimum nomralized directional vector in world orientation for the Trace to fire (default to down, z = -1.0f)